Media containing puzzles in the form of clips

ABSTRACT

A media game that employs a method for randomly shuffling through a large set of video and/or audio clips stored on readable media using a media player, such as a DVD player, is disclosed. In addition to the readable media, the game also includes a game board, moveable play pieces, trivia question cards, random name cards, a numbered die, and a challenge die. The game board can be converted from long play to short play by lifting the endmost sections of the game board and placing them next to each other on top of intermediate sections of the game board. A path circumnavigates the game board and appears to be continuous in both long and short play modes. The begin and end regions reside at least partially on the endmost sections and appear as unbroken shapes when configured for both long and short play.

CROSS-REFERENCES TO RELATED APPLICATIONS

This application is a divisional of patent application Ser. No.10/961,436, filed Oct. 7, 2004, which is a divisional of patentapplication Ser. No. 10/438,174, filed May 13, 2003, which claims thebenefit of the filing dates of Provisional Application No. 60/380,764,filed May 14, 2002, and Provisional Application No. 60/413,627, filedSep. 25, 2002, the subject matter of all of which is also incorporatedherein by reference.

BACKGROUND

While the present invention was developed for use in games, and isdescribed in the context of a game environment, in particular a gameemploying video and/or sound clips, visual and/or auditory content, andstill pictures or text, as will be better understood from the followingdescription, certain features and aspects of the invention may find usein other environments, including, but not limited to, other gameenvironments and educational, training, and promotional environments.

In the past, games about movies or other subject matter that can bevisually and/or auditorily displayed, such as video-recorded sportsevents, have involved asking a player or group of players questionsconcerning the movie or other video subject matter without any directviewing of a clip of the movie or other video subject matter. Past gamesinvolving visually displayable subject matter, e.g., movies, sportingevents, news events, were not as enjoyable as they could have beenbecause they failed to incorporate visual images of the subject matter,i.e., video clips, in an acceptable manner. While previous movie gamescould have employed media players, such as DVD players and videocassette players, to play clips during a game, they would have had toplay the clips in a sequential, hence predictable, manner. While playingsuch a game for the first time presents new questions, repeated playbecomes predictable and eliminates the enjoyment and surprise thatshould accompany a good game (or educational, training, or promotionaltool).

DVD players have an advantage over video cassette players in that DVDplayers can quickly and accurately access specific segments of dataanywhere on the medium. However, due to the limited programmableabilities of DVD players, it has been generally assumed that DVD playersare incapable of randomly shuffling through a large number of videoand/or sound clips without repeating a clip. Random shuffling, ofcourse, is one of the keys to success in any game that generatesinformation, such as movie scenes or other video clips, and asks theplayers questions about the generated information.

There are many obstacles to programming random shuffling into DVDplayers. DVD players are unlike computers equipped with DVD-ROMs.Computers have available highly programmable CPUs, large storagecapacity (both in memory and on disc), and are capable of generatingvery good random numbers. In contrast, DVD players provide only alimited set of programmable abilities, have minimal storage capacity,and while all DVD players must provide a random number generator, manyare incapable of generating usable random numbers. For instance, somerandom number generators in DVD players give definite “weight” tocertain numbers, mostly 1's. However, even when DVD players can generategood random numbers, DVD players only provide a limited number (usually16) of general registers for storage. While a DVD player may be able totrack which of a few clips have previously been selected, therebyensuring that all clips are eventually selected without repeats,tracking more than the available number of general register (e.g., 16)clips has been assumed to be beyond a DVD player's ability.

The present invention is directed to solving the foregoing and otherlimitations and problems of games and educational, training, andpromotional tools employing DVD players.

Definition of Key Terms

As used in the following description, “shuffling” clips is analogous toshuffling cards. Shuffling cards involves mixing up the order of thecards in a deck of cards. After a deck of cards is shuffled, individualcards taken from the top of the deck appear in random order, without anyrepeats. In the same manner, shuffling video and/or sound clips involvesmixing the order of the clips such that individual clips appear randomlyselected and played, without any repeats. While a DVD player cannotphysically alter the order of the clips on a disc, the game describedherein provides a way of selecting clips in a random order, withoutrepeats. Thus, the clips are said to be shuffled, or randomly shuffled.As will be readily appreciated by those skilled in the art and others,video and/or sound clips (“clips”) include, without limitation, moviesegments, still pictures, text, sounds (including voice), etc.—in effectany visual or auditory content recordable on a DVD for playback.

The modulo function, as used in the following description, refers to aparticular application of whole integer division. As an example, usingwhole integer division, 3 divided by 10 is 0 with a remainder of 3. Themodulo function focuses on the remainder of a whole integer division,and the result of the modulo function is the remainder after a wholeinteger division. Thus, 3 modulo 10 is 3. As another example, 17 modulo10 is 7. As will be described below, by using the modulo function with aprime number as the divisor of the integer division (the prime numbercorresponding to the number of clips in a clip table), a DVD player isable to randomly shuffle through a large set of clips.

SUMMARY

This summary is provided to introduce a selection of concepts in asimplified form that are further described below in the DetailedDescription. This summary is not intended to identify key features ofthe claimed subject matter, nor is it intended to be used as an aid indetermining the scope of the claimed subject matter.

In accordance with the present invention, a DVD game is provided. Thegame is played in conjunction with a media player, preferably a DVDplayer, connected to a display device. The game includes a game board,movable player pieces, trivia question cards, random move cards, anumbered die, a challenge die, and a media player readable disc.

The game board, player pieces, trivia question cards, and random movecards are set up for play. An order of play among the players isdetermined for the game. The disc is inserted into the media, i.e., DVDplayer, whereupon the media player is initialized for playing the game.

Game play is commenced according to the previously determined order.Play begins with the first player in the previously determined order.Except as otherwise directed by the rules of the game, for each turn,the player whose turn it is rolls both dice. The player moves hisassociated player piece according to the number showing on the top ofthe numbered die. The player then responds to a challenge according tothe challenge showing on the top of the challenge die. If the playercorrectly responds to the challenge, the player continues the turn byrepeating with rolling both dice. However, if the player fails tocorrectly respond to the challenge, the turn passes to the next playerin the previously determined order. The first player's turn follows thelast player's turn. The rotation of turns continues until a player winsthe game, or as otherwise directed by the rules of the game. A playerwins the game when the player correctly responds to a challenge while ata game position designated for winning the game.

In accordance with further aspects of the invention, a game board forboth long and short play is provided. The game board is comprised of aplurality of sections hingedly joined together. The game board is in along play form when the hinged sections lie flat and a short play formwhen the hinged sections are folded over.

In accordance with additional aspects of this invention, the game boardincludes a continuous path joining a begin region and an end region, thepath being longer when the board is in the long play configuration andshorter when in the short play configuration.

In accordance with further aspects of this invention, the game boardincludes five sections, two end sections, two intermediate sections, anda center section joined in seriatim by flexible hinges.

In accordance with still other aspects of this invention, the game boardis sized and foldable such that all five sections lie in a common planewhen the game board is in the long play configuration and folded in anaccordion manner such that the intermediate sections overlie the centersection and the end sections overlie the intermediate sections when thegame board is in the short play configuration.

In accordance with other aspects of the invention, a media, i.e., DVD,player readable disc having executable instructions for playing a mediagame on a media player is provided. In response to player input (via aremote control or other media player control input), the media playerplays a randomly selected clip stored on the disc. The disc includes atleast one clip table containing clips. Alternatively, the at least oneclip table is a table of references to clips stored elsewhere on themedium. Each clip table has a prime number of entries, meaning that thenumber of entries per each clip table is a prime number.

In accordance with additional aspects of the present invention, a methodfor randomly shuffling through a set of objects, such as a table ofclips for playing, without repeats and without tracking objects (i.e.,clips) that have already played, is provided. In one form, first, acurrent clip value, which references a clip in a set, and a jump valueare initialized. Then a clip in the set referenced by the current clipvalue is selected and played. Thereafter, the sum of the current clipvalue and the jump value is divided by the number of clips in the set.The remainder is saved as the current clip value. The selecting,playing, dividing, and saving sequence is then repeated. The number ofclips in the set and the jump value are such that the clips are selectedand played without repeating any clip in the set.

In accordance with yet other aspects of this invention, the size of theset of objects, i.e., the clip table, is a prime number. The jump valueis a randomly generated value between one and the table size minus one,inclusive, and the current clip value is randomly generated between oneand the table size, inclusive.

In accordance with yet still other aspects of this invention, for eachclip in the table: (1) the clip at the ordinal position in the tablecorresponding to the current clip value is played; (2) the jump value isadded to the current clip value; (3) the modulo function is applied tothe sum of the jump value and current clip value with the table size asthe divisor; and (4) the result of the modulo function is saved as thecurrent clip value.

In accordance with yet other aspects of this invention, a method andreadable medium for generating a plurality of initial table entries,each entry comprising a current clip value and a jump value useful by aplayer to select clips from a set of clips to play during a sessionwithout repeating the selection of any clip during the session andwithout tracking which clips have been selected, is provided. In oneform, first, the number of entries to be entered into an initial valuestable is determined by dividing the number clips in a set of clips by apredetermined maximum number of clip selections per session. Then, aplurality of non-overlapping regions in the set of clips correspondingto the number of entries to be entered into the initial values table isidentified. Next, for each identified non-overlapping region, thestarting position for the regions is obtained, the obtained startingposition is stored in the initial values table as the correspondingentry's current clip value, and a corresponding entry's jump value isinitialized. The corresponding jump value causes the player to iteratethrough the clips in the set of clips beginning with the startingposition.

As will be readily appreciated from the foregoing description, theinvention provides a media game, in particular, a DVD game, thatovercomes some, if not all, of the disadvantages of games employingmedia players described above. While various elements of the media game,including, but not limited to, the game board, the media player readabledisc, and the methods of randomly shuffling through a table of clips forplaying or a set of objects for processing, are ideally suited for usein the media game, as those skilled in the art and others will readilyappreciate, these elements and others may find use in otherenvironments, including, but not limited to, other game environments andeducational, training, and promotional environments.

DESCRIPTION OF THE DRAWINGS

The foregoing aspects and many of the attendant advantages of thisinvention will become more readily appreciated as the same become betterunderstood by reference to the following detailed description, whentaken in conjunction with the accompanying drawings, wherein:

FIG. 1 is a block diagram illustrating the elements of an exemplary DVDgame system formed in accordance with the present invention;

FIG. 2 is a flow diagram illustrating an exemplary routine for playingthe DVD game system shown in FIG. 1;

FIG. 3 is a flow diagram illustrating an exemplary game number selectionroutine for obtaining previously generated values for initializing a DVDplayer for random shuffling of video clips;

FIGS. 4A, 4B, and 4C are a flow diagram illustrating an exemplary methodof playing the DVD game shown in FIG. 1;

FIG. 5 is a flow diagram of an exemplary play challenge sub-routine for

FIG. 6 is a flow diagram illustrating an exemplary My Play challengesub-routine suitable for use in the play challenge sub-routine shown inFIG. 5;

FIG. 7 is a flow diagram illustrating an exemplary All Play challengesub-routine suitable for use in the play challenge sub-routine shown inFIG. 5;

FIG. 8 is a flow diagram illustrating an exemplary sub-routine forpermitting a winning player of an all play challenge to select a playoption;

FIG. 9 is a flow diagram illustrating an exemplary trivia card challengesub-routine suitable for playing the Take Three, the Songs and Slogans,or the Pop Culture challenge suitable for use in the play challengesub-routine shown in FIG. 5;

FIG. 10 is a block diagram illustrating an exemplary configuration of aDVD disc according to the present invention;

FIGS. 11A and 11B are block diagrams illustrating exemplary video cliptables stored on a DVD disc according to the present invention;

FIG. 12 is a flow diagram illustrating an exemplary clip play routinesuitable for playing a video clip and associated challenge from a cliptable of the type shown in FIG. 11A;

FIG. 13 is a flow diagram illustrating an exemplary routine suitable forplaying a clip and associated challenge from a clip table of the typeshown in FIG. 11B;

FIG. 14 is a flow diagram illustrating an exemplary sub-routine suitablefor randomly selecting a question associated with a displayed clip;

FIG. 15 is a flow diagram illustrating an exemplary clip process routinesuitable for selecting and processing a clip in a set of clips as partof the process of shuffling through all clips in the set, withouttracking those clips already displayed, and without repeats;

FIG. 16 is a flow diagram illustrating an exemplary initialize shufflingvalues routine for initializing shuffling values corresponding tomultiple sets of clips;

FIG. 17 is a flow diagram illustrating an initialize shuffling valuesroutine for initializing values necessary to randomly shuffle through aset of clips;

FIG. 18 is a flow diagram illustrating an exemplary initialize clip setsroutine for initializing the clip sets' shuffling values according to auser's game selection;

FIGS. 19A and 19B are diagrams illustrating exemplary initial valuestables according to the present invention;

FIG. 20 is a flow diagram illustrating an alternative initializeshuffling values routine for initializing values necessary to randomlyshuffle through a set of clips;

FIG. 21 is an exemplary timing initialization routine for execution uponstartup to establish a timing counter for use in initializing shufflingvalues;

FIG. 22 is a flow diagram illustrating an exemplary generate initialvalues table routine for creating an initial values table to minimizeoverlaps between user selected sessions and maximize the number of gamesavailable;

FIGS. 23A and 23B are block diagrams illustrating exemplary initialvalue tables generated according to the generate initial values tableroutine of FIG. 22;

FIG. 24 is a diagram illustrating an exemplary game board capable ofproviding both long and short play, in a long play arrangement;

FIG. 25 is a diagram illustrating the exemplary game board of FIG. 24partially folded between short and long play arrangements; and

FIG. 26 is a diagram illustrating the exemplary game board of FIG. 24 ina short play arrangement.

DETAILED DESCRIPTION

FIG. 1 is a block diagram illustrative of an exemplary DVD game system100 formed in accordance with the present invention. While theillustrated exemplary DVD game system 100 is a parlor-type game anddescribed herein as a parlor-type game, it is to be understood that thegame could also take the form of an education, training, or promotionaltool. Thus, as used herein, “game,” like “clip,” should be construed asexemplary, not limiting.

The illustrated DVD game system 100 includes a DVD player 102 connectedto a display device 104. The DVD game system 100 also includes a digitalvideo disc (DVD) 106 containing clips to be played (video clips to bedisplayed and/or sound to be emitted) when playing a game. A DVD playerremote control 108 enables players to control the play of the gameaccording to the instructions displayed on the display device 104 by theDVD player 102. The illustrative, exemplary DVD game system 100 alsoincludes a game board 110, movable player pieces 112, a set of triviaquestion cards 114, a set of random move cards 116, a numbered die 118,and a challenge die 120.

An alternative exemplary game system does not include a DVD playerremote control 108; rather, the DVD player 102 may include the necessarycontrols on the DVD player itself. In such systems, players control theDVD player 102 without the use of the remote control 108. As a furtheralternative, both types of DVD controls are provided, i.e., DVD playercontrols and a DVD player remote control 108.

A further alternative game system does not include the game board 110,the moveable player pieces 112, the trivia question cards 114, therandom move cards 116, the numbered die 118, and challenge die 120.Rather, the functions provided by these elements are provided by the DVD106 and playing of the game is conducted entirely through the DVD player102, the DVD 106, and the display device 104 and, normally, the DVDplayer remote control 108.

Those skilled in the art will appreciate that a DVD-ROM or other DVDplaying device may be substituted for the DVD player 102. However, itshould be noted that one feature of the game described herein isdirected toward using the limited capabilities of a DVD player. Thoseskilled in the art will appreciate that typically accompanying DVD-ROMsis a personal computer PC that is capable of generating random numbersand shuffling through a set of clips without relying on the limited setof functions available to a DVD player using a custom application. Incontrast, the game described herein provides for the randomly shufflingthrough a set of clips using only those capabilities available to a DVDplayer. Even though PCs have, of course, lots of memory, advanced CPUcapabilities, etc., when a DVD-Video disc is read, PCs still utilize theDVD-Video software installed on a PC's hard drive, which still operatesunder the constraints of the DVD-Video specification (i.e., 16 GeneralParameter registers). So, even though a PC may be capable of doing more,in order to do so a PC needs a completely separate program, the DVD discdoing nothing more than acting as a storage medium for holding theclips. It would not then be DVD-Video (a subset of DVD-ROM, with aself-contained “operating system”). Any clip playback, shuffling, etc.,would be actuated via a custom program of some sort that tracks theclips and does the shuffling.

Again, using a DVD-equipped PC should not make a difference in gameplay, as it still must utilize the DVD-Video specification via itsinstalled DVD-Video Player software. A custom application is required totake advantage of the PC's other capabilities.

Those skilled in the art will also appreciate that the display device104 may comprise a television, a computer screen, or other type ofdevice capable of displaying video clips. Presumably, the display devicealso includes at least one speaker through which the DVD player 102 mayplay sound clips. Alternatively, the system includes speakers (notshown) connected either to the DVD player 102 or the display device 104.Additionally, those skilled in the art will also recognize that the DVD106 may be replaced by other types of media that are readable by a DVDplayer 102. Examples include CD-ROMs, CD-Rs, CD-RWs, and DVD-Rs, all ofwhich are readable by many DVD players, though many have substantiallyreduced storage capacity.

FIG. 2 is a flow diagram illustrating an exemplary routine 200 forplaying a DVD game using the exemplary game system 100 of FIG. 1. Atblock 202, the DVD game system 100 is set up. Inclusive in setting upthe game, the game board 110 is placed in a position such that all theplayers can see the game board and the display device 104 connected tothe DVD player 102. The game board 110 can be fully extended for longplay, or folded for short play, as described below in regard to FIGS.24-26. Additionally, each player chooses a game player piece 112 torepresent his location on the game board 110 and places it on the beginregion of the game board 110. An order of play is determined among theparticipants. Optionally, a player is selected as the DVD master tooperate the DVD player controls. The controls may be found on the DVDplayer's remote control 108 or, alternatively, on some DVD players 102.The arrow controls, especially the Up and Down arrows (not shown), areused to navigate between displayed menu items. The center/enter/playbutton (not shown) activates a menu selection. The skip or fast forwardbuttons (not shown) may be used to navigate through clips.

At block 204, the DVD 106 is inserted into the DVD player 102. The DVD106 contains instructions that cause DVD player 102 to initialize forgame play. This initialization includes generating random values used inrandom shuffling of clips stored on the DVD 106. A further discussion ofinitializing the DVD player 102 for random shuffling is discussed below.Additionally, certain introductory information, such as the name of thegame and copyright information, is displayed on the display device 104.

Blocks 206 and 208 are optional in this exemplary method and areincluded to guard against those DVD players that have faulty randomnumber generators, as previously discussed. At decision block 206, theDVD player 102, as an extension of the initialization described above,makes a determination whether the random values generated for randomshuffling are useable. When faulty random numbers are generated, thereexists a greater likelihood that clips from previous games are repeated.Thus, it is desirable to determine if the DVD player has a faulty randomnumber generator. DVD players' random number generators are often faultyif they generate an excessive number of “1s.” Consequently, if more thanone of the random values needed to play the game is a “1,” the DVDplayer 102 at decision block 206 determines that the values must befaulty and unusable. If the values are unusable, at block 208, the DVDplayer interacts with the players (or the DVD master) to select a gamenumber, the game number corresponding to a set of previously generatedvalues to simulate random values, and initialize the DVD player fromthose values.

FIG. 3 is a flow diagram illustrating an exemplary game number selectionroutine 300 (block 208, FIG. 2) for obtaining previously generatedvalues for initializing the DVD player 102 for random shuffling ofclips. Beginning at block 302, the DVD player 102, through the displaydevice 104, prompts a player to input a game number. At block 304, theplayer inputs a game number, using either the remote control 108 or theDVD player's controls, between one and the total number of gamesavailable. At block 306, the DVD player 102 retrieves the valuescorresponding to the game entry from the initial values table. At block308, the DVD player 102 uses the retrieved values to initialize itselffor random shuffling of clips, whereupon the method 300 terminates.

In an actual embodiment of the invention twenty (20) some games areavailable from which to choose. This number should be taken asillustrative, not limiting, since it was based on available programmingtime and expected needs of the game players. It also was based on thegraphical design layout of the screen and the fact that more choiceswould be difficult to fit on a screen. Thus, many more or many fewergames could be chosen, but more would require more choice screens.

The number of “game” choices has nothing to do with “the size of aninitial values table.” As noted above, in one actual embodiment of theinvention the number of game choices was purely determined upon on howmany would fit on a screen nicely and available time for programmingthose choices. The actual programming, of course, still does correspondto the initial values table (i.e., if the player chooses “game three,”the program initializes with the predetermined values that will providea game play sequence that will have no or very few repeats from Game 1and Game 2 until very deep into the game). Those game choices aretypically made using the remote control arrow buttons, not the numbercommands on the remote control.

Returning back to FIG. 2, at block 210, after the DVD player 102 isinitialized for play, the game play begins. FIGS. 4A, 4B, and 4C are aflow diagram illustrating an exemplary method for playing a game usingthe exemplary DVD game system 100 of FIG. 1. Beginning at block 402, thefirst player, according to the previously determined order of play,begins his turn. For purposes of clarity in regard to FIGS. 4A, 4B, and4C, when the description refers only to “the player,” it is intended tomean “the player whose turn it is.”

With reference to FIG. 4A, at decision block 404, a determination ismade whether the player is in a Final Cut region on the game board 110.The Final Cut region is a part of the game board 110 from where theplayer may win the game, and is at the end of the path on the gameboard. Moving in, and winning the game from the Final Cut region, isdescribed more fully below. If the player is not in the Final Cutregion, at block 406, the player rolls the number die 118 and thechallenge die 120. Both dice are multiple-sided die. In one actualembodiment of the invention, the number die 118 is a typical six-sideddie, each side having a number between 1 and 6, and the challenge die120 is an eight-sided die with a symbol on each facet indicating aparticular challenge for the player. In this embodiment of theinvention, there are seven different challenges, each represented on onefacet of the eight-sided die, and one challenge is represented on asecond facet of the die. The challenges are described in greater detailbelow in regard to FIGS. 5-9. Those skilled in the art will recognizethat there are any number of random selection devices, both mechanicaland electronic, that may be used in place of the dice 118 and 120, andthe present invention should not be construed as limited to anyparticular random selection devices or any particular number of sidesfor embodiments of the same employing die. Additionally, while oneaspect of the game described herein includes seven challenges, this is amatter of preference and is not intended to be construed as limitingupon the present invention. Any practical number of different challengesmay be available, employing any number of selection mechanisms.

At block 408, the player moves the player's corresponding player piece112 according to the number showing on the top facet of the numbered die118. These movements correspond to intermediate locations along a path(described below) on the game board 110 between a begin region and anend region, wherein the first player to reach the end region is the gamewinner. If the player's movement will cross an All Play To Win locationon the game board 110, the player must stop at that location and cannotmove beyond that location in the current turn, except when winning thegame (described below). Accordingly, at block 410, a determination ismade as to whether the player landed on, or was stopped at, an All PlayTo Win location. If the player's corresponding player piece is not on anAll Play To Win location, at block 412, the player responds to achallenge according to the challenge displayed on the top facet of thechallenge die 120.

FIG. 5 is a flow diagram of an exemplary play challenge sub-routine 500for playing a challenge of the game described herein. While thisexemplary sub-routine identifies seven challenges employed in one actualgame, the number and type of the described challenges are intended to beillustrative and should not be construed as limiting.

At decision block 502, a determination is made whether the selectedchallenge (that challenge displayed on the top facet of the challengedie 120) is a My Play challenge. If the selected challenge is a My Playchallenge, at block 504, a My Play challenge is played.

FIG. 6 is a flow diagram illustrating an exemplary My Play challengesub-routine 600. Beginning at block 602, the “My Play” entry displayedon the display device 104 by the DVD player 102 is selected using theDVD player controls. At block 604, the DVD player 102 plays a clip onthe display device 104 from those clips available for the My Playchallenge, selected according to the random shuffling techniqueillustrated in FIG. 15 and described below.

Also displayed (or uttered) subsequent to the clip or, alternatively, aspart of the clip, is a question for the player. While this discussionand many of the following discussions refer to a question being asked inconnection with a challenge, it is to be understood thatquestions/challenges may take forms other than questions. Thus,questions and challenges are intended to be illustrative and notconstrued as limiting. While “challenges” may present a questionassociated with the clip, other puzzles (“challenges”) for which theplayer must respond correctly may also be displayed. The following arerepresentative challenges:

-   -   a plurality of movie titles are displayed and the player is        required to correctly enumerate them in chronological order of        the movies' release dates;    -   hidden letters represented by blank spaces are revealed one by        one until the player properly identifies the entire name,        phrase, title, etc.;    -   a portion of dialogue or music is played and the player must        identify the source, such as the title of the movie,        speaker/singer, or event related to the dialog;    -   a group of images from a video clip is displayed and the player        must identify the source (i.e., the title of the movie, event,        etc.) of the images;    -   a group of images from a video clip is displayed and the player        is required to phonetically guess the title of the video clip;    -   a plurality of characters an actor or actress has played are        presented one by one and the player must guess the name of the        actor or actress;    -   a series of short scenes from a video clip are presented in        succession and the player must properly identify their source;    -   an image from the video clip with certain elements removed, such        as the actors, and the player is to identify the source, such as        title, event, etc., of the video clip;    -   a distorted image from a video clip is displayed, the distortion        is gradually removed, and the player must identify the image        before the distortion is completely removed;    -   an alternate title is provided for a video clip and the player        must identify the proper title; and    -   various images of a person earlier in life, such as a teenager,        are displayed and the player must identify the person from the        images.

As will be readily appreciated from the foregoing representative list ofchallenges, the challenges are puzzles that are presented by ahuman-perceivable presentation device, such as an audio/video displaydevice—a television set in the herein-described embodiment of theinvention. The challenges or puzzles are stored on random access media,namely, a digital video disk (DVD) in the preferred embodiment of theinvention, as clips with associated questions. The clips may be videoclips, audio clips, or a combination thereof. A clip may be playedbefore or after the associated question. The clips and questions maycover any suitable area and come in a wide variety of forms. Forexample, the clip may be a video clip that includes a plurality ofobjects arrayed in random order or an audio clip that includes aplurality of objects spoken in a random order. The objects may be movietitles, for example. The question may request a user to list the objectsin a specific order, such as chronological order.

Alternatively, the clip may be a video clip that comprises a series ofhidden letters that define an object, the hidden letters revealed one ata time when the media (DVD) is played by a media player. The object maybe selected from a wide variety of potential objects, such as names,titles, phrases, and events, and the question may be the identity of theobject. Or the clip may be a video clip that includes a word sequence oran audio clip that speaks a word sequence. The word sequence may be adialog sequence, such as a dialog sequence from a movie, for example. Orthe word sequence may be a song sequence. The question may be theidentity of the speaker of the sequence.

As a further alternative, the video clip may comprise a group of imagestaken, for example, from a movie. The question may be the title of themovie or the identity of the source of the images. The source could comefrom a wide variety of areas, such as names, titles, phrases, andevents. Or the group of images may identify an object selected from sucha group. Or the group of images, when combined, may identify and objector thing, which is the answer to the question. The object or thing maybe phonetically identified or identified by spelling. The names mayinclude the names of individuals or the names of characters portrayed byindividuals. Still further, the clip may be a video clip that comprisesa series of images of individuals, who may be actors or actresses, andthe question may be the identity of the individuals. Or the individualsmay be characters played by the actors and actresses, and the questionis the identity of the actors or actresses who played the characters.

Still further, the clip may be a video clip that comprises a series ofshort scenes presented in succession—movie scenes, for example. Thescenes may be from the same or a different movie. The question may bethe identity of the source of the short scenes or the identity of anactor or actress included in the short scenes. Still further, a clip maybe a video clip that comprises a scene with certain elements removed.The scene may be from a movie, for example, with the removed elementbeing an actor or actor's face. The question may be the identity of thescene, or the identity of the actor or actress.

As a further example, the clip may be a video clip with a distortedimage. The image may be optically distorted, such as the one created bya “fun house mirror,” for example. Or the distorted image may bedistorted by the removal of slices, pixels, etc. The distorted image maybe gradually improved as the video clip is played by adding slices orpixels, for example. Or the clarity of the image may be improved in someother way. The question may be the subject matter of the distortedimage.

Still further, the clip may be an audio or video clip that includes acorrect title, such as the title of a movie, and the question may be theproper title. Still further, the video clip may include one or moreimages of an individual as the individual appeared earlier in life, andthe question may be the identity of the individual.

A further example is a video clip that creates a series of images thatbegin with a small part of a larger image and zooms toward the largerimage. An example would be an image from a movie. The question may bethe name of the movie. A further example is an audio or video clip thatcontains a list of credits, such as a list of credits from a movie, andthe question may be the identity of the movie. Still further, the clipmay be an audio or video clip that includes foreign languageinformation, such as a movie poster in a foreign language, and thequestion may be the identity of the movie.

As a still further example, the clip may be an audio or video clip thatcontains a list of elements, one of which does not fit in the list basedon some predetermined criteria, and the question may be the identity ofthe element that does not fit in the list based on the incorrectcriteria. A still further example clip may be a video clip that containsan image that is incorrect in some respect, and the question may be whythe image is incorrect.

At block 606, the player must respond to the question displayed on thedisplay device 104 within the allotted time, i.e., the time allotted toanswer the question. Failure to respond to the question within theallotted time is considered an incorrect response. During the allottedtime, preferably a countdown clock is displayed on the display device104. Whether the response is correct or incorrect is remembered forfurther processing. Thereafter, the sub-routine 600 terminates.

Those skilled in the art will appreciate that, as noted above, clips, asused in relation to the game described herein, may refer to manydifferent things. For example, a clip may be one of the following: avideo segment of a movie; a video segment of a sporting event; a videosegment of a news event; an audio clip of a movie, sporting event, newsitem (with or without a video image) or song; a collage of imagesindicative of a movie, etc.; image and word puzzles; and the like. Thecontent and context of the clips is not intended to be limited in anyway other than playable (either visually or audibly, or both) by the DVDplayer 102.

Returning to FIG. 5, remembering again whether the player responded tothe My Play challenge of block 504, the routine terminates.Alternatively, if, at decision block 502, the selected challenge is nota My Play challenge, at decision block 506, a determination is madewhether the selected challenge is an All Play challenge. If the selectedchallenge is an All Play challenge, at block 508 an All Play challengeis played.

FIG. 7 is a flow diagram illustrating an exemplary All Play challengesub-routine 700. Beginning at block 702, the “All Play” entry DVD playercreated on the display device 104 by the DVD player 102 is selectedusing the DVD player controls. At block 704, the DVD player 102 displaysa clip on the display device 104 from those clips designated for the AllPlay challenge, selected according to the random shuffling techniqueillustrated in FIG. 15 and described below. Also displayed is anassociated question. Alternatively, another form of “challenge” may bepresent, as discussed above with respect to the My Play challenge. Atblock 706, any player may respond to the question or challenge displayedon the display device 104 within an allotted time. If the player whoseturn it is fails to be the first to correctly respond, or fails torespond, it is considered an incorrect response for the player. Whetherthe player responded correctly is remembered for further processing. Atdecision block 707, a determination is made whether the current playercorrectly responded first to the challenge. If so, this information isremembered for subsequent processing and the All Play challenge ends. Ifthe current player does not respond first to the challenge, at decisionblock 708, a determination is made whether another player correctlyresponded first to the challenge, thereby being the winning player ofthat challenge. If there is a winning player, excluding the player whoseturn it is, i.e., the current player, at block 710, the winning playerchooses a play option. An example of a play option is shown in FIG. 8and described next.

FIG. 8 is a flow diagram illustrating an exemplary sub-routine 800 forpermitting a winning player of an All Play challenge to select a playoption. Beginning at decision block 802, the winning player may choosebetween two options. Choosing Option 1, at block 804, the winning playermoves his or her associated player piece forward on the game board apredetermined number of spaces—one, two or three spaces, for example.Alternatively, choosing Option 2, at block 806, the winning player givesany other player a random instruction card. At block 808, the recipientof the random instruction card follows the instructions on the randominstruction card. Thereafter, the sub-routine 800 terminates.

Returning again to FIG. 7, after the winning player chooses an option,if there was a winning player, and remembering whether the currentplayer's response was correct or incorrect, the sub-routine 700terminates.

With reference again to FIG. 5, after block 508, remembering againwhether the player responded to the All Play challenge correctly, theroutine terminates. Alternatively, if, at decision block 506, theselected challenge is not an All Play challenge, at decision block 510,a determination is made whether the selected challenge is a Take Threechallenge. If the selected challenge is a Take Three challenge, at block512, a Take Three challenge is played.

FIG. 9 is a flow diagram illustrating an exemplary trivia card challengesub-routine 900 suitable for playing the Take Three challenge, or theSongs and Slogans, or the Pop Culture challenges (described below).Beginning at block 902, a trivia question card is taken from the deck oftrivia question cards 114. Preferably, the player whose turn it is doesnot draw the card. At block 904, the question corresponding to theselected challenge is read. For example, if the selected challenge is aTake Three challenge, a question on the trivia card identified for TakeThree challenges is read to the player. Alternatively, if the selectedchallenge is a Songs and Slogans challenge, a question on the triviacard identified for Songs and Slogans challenges is read. The same istrue for the Pop Culture challenge. At block 906, the player responds tothe question. The player is constrained to respond to the questionwithin an allotted time in order to respond correctly. Preferably, theDVD player 102 performs the timing function, which is displayed on thedisplay device 104. If the player fails to respond within the allottedtime, it is considered to be an incorrect response. At block 908, thetrivia question card is replaced in the deck of trivia question cards114 such that all other cards are drawn before this card is reused inthis game. Whether the player's response was correct is remembered forlater processing, and the sub-routine 900 terminates.

Returning to FIG. 5, remembering again whether the player responded tothe Take Three challenge of block 512 correctly, the routine terminates.Alternatively, if, at decision block 510, the selected challenge is nota Take Three challenge, at decision block 514, a determination is madewhether the selected challenge is a Songs and Slogans challenge. If theselected challenge is a Songs and Slogans challenge, at block 516, aSongs and Slogans challenge is played, as previously described in regardto FIG. 9. Remembering whether the player responded correctly to thechallenge, the routine 500 terminates.

If, at decision block 514, the selected challenge is not a Songs andSlogans challenge, at decision block 518, a determination is madewhether the selected challenge is a Pop Culture challenge. If theselected challenge is a Pop Culture challenge, at block 520, a PopCulture challenge is played, as previously described in regard to FIG.9. Thereafter, remembering whether the player responded correctly to thechallenge, the routine 500 terminates.

If, at decision block 518, the selected challenge is not a Pop Culturechallenge, at decision block 522, a determination is made whether theselected challenge is a Random Instruction challenge. If the selectedchallenge is a Random Instruction challenge, at block 524, the playerdraws a random instruction card from the deck of random instructioncards 116, follows the instructions on the card, and replaces the cardin the deck, such that that particular random instruction card is notreused until all other random instruction cards have been used.Additionally, because there is no correct response to a question orother challenge, for purposes of further processing, the player isconsidered to have responded incorrectly to the challenge, andthereafter the routine 500 terminates.

If, at decision block 522, the selected challenge is not a RandomInstruction challenge, it must be a Player's Choice challenge. At block5216, the current player may choose and play any one of the challengesdescribed above, except another Player's Choice. Thereafter, rememberingwhether the current player responded correctly to the challenge, theroutine 500 terminates.

With reference again to FIG. 4A, at decision block 414, a determinationis made whether the current player responded correctly to the selectedchallenge. If the current player responded correctly, at block 406, thecurrent player continues his or her turn. According to one aspect of thepresent invention, the current player's turn is continued until thecurrent player responds incorrectly to a selected challenge.Alternatively, the current player's turn may be limited to oneadditional play.

If, at decision block 414, the current player's turn has exhausted itsadditional play, or the current player responded incorrectly to thechallenge, at block 416, the turn passes to the next current player inthe predetermined order of play. This next player becomes the playerwhose turn it is, i.e., the current player, and the process beginningwith decision block 404 is repeated. As described above, this rotationof turns continues until a player wins the game.

With reference to FIG. 4B, if, at decision block 404 (FIG. 4A), thecurrent player is in a Final Cut region, at block 420, the Final Cutmenu item, displayed on the display device 104 by the DVD player 102, isselected using the DVD player controls. At block 422, according toinstructions displayed on the display device 104, a ring number isselected according to the ring number on which the player's player pieceresides. (See FIGS. 24-26 and the following description thereof.) Forexample, if the player piece currently resides on Final Cut ring 3,Option 3 is selected (using the remote control 108 or controls on theDVD player as described above). In one actual embodiment of the gamedescribed herein, each ring number corresponds to the number ofquestions/challenges to which the player must correctly respond duringthat turn in order to win the game. Thus, if the player is on Final Cutring 3, the player must respond correctly to three Final Cut challengesissued in succession to win the game in the current turn. Accordingly,at block 424, at least one Final Cut challenge is displayed to theplayer by the DVD player. Like other challenges, the player must respondcorrectly to each Final Cut challenge within the allotted time, as keptby the DVD player and displayed on the display device 104, in order tohave responded correctly to the entire Final Cut challenges. In oneactual embodiment of the game described herein, no additional Final Cutchallenges are displayed during the turn after an incorrect response.

At decision block 426, a determination is made whether the playercorrectly responded to each of the displayed challenges. If the playerresponded correctly to each of the displayed challenges, at block 428,the player is deemed to have won the game. However, if, at decisionblock 426, the player has not responded to each of the displayedchallenges, at block 430, a determination is made as to whether theplayer's player piece is currently located in Final Cut ring 3. If theplayer's player piece is located in Final Cut ring 3, at block 432, theplayer's player piece is advanced to Final Cut ring 2. If not, atdecision block 434, a determination is made as to whether the player'splayer piece is currently located in Final Cut ring 2. If so, at block436, the player's player piece is advanced to Final Cut ring 1. If not,at block 438, the player's player piece remains in Final Cut ring 1.Thereafter, unless the player has won the game, at block 416 (FIG. 4A)the turn passes to the next player in the predetermined order.

With reference to FIG. 4C, at decision block 410 (FIG. 4A), if theplayer advances to, or stops at, an All Play To Win location on the gameboard 110, at block 440, the menu entry All Play To Win is selectedusing the DVD player controls. At block 442, an All Play To Win clip isdisplayed, selected according to the random shuffling of All Play To Winclips illustrated in FIG. 15 and described below, along with anassociated question. As previously described above in regard to the AllPlay challenge, any player may respond to the challenge. At block 444, adetermination is made whether the current player responded first andcorrectly to the challenge. If the current player is first to correctlyrespond to the challenge/question, and does so within the allotted time,at block 446, the current player is deemed to have won the game.Alternatively, at decision block 448, a determination is made whetheranother player was the first to correctly respond to the challengewithin the allotted time, thereby winning the challenge. If anotherplayer won the challenge, at block 450, the winning player chooses aplay option. This play option is previously described in regard to FIG.8. In this case the predetermined number of spaces moved (block 804) maybe different if Option 1 is chosen. For example, in the case of block710 the predetermined number of spaces may be one and in the case ofblock 450, the predetermined number of spaces may be three.

The situation may arise where two or more players apparently tie inattempting to respond to an All Play challenge. When a tie arises (notshown), the Tie-Breaker entry is selected and the instructions that aregiven are followed to determine the winner among those who tied.Examples of these instructions include determining the ages of the tiedplayers and declaring the oldest the winner, playing a game ofrock/paper/scissors, and thumb wrestling.

After the winning player chooses the play option or, alternatively, ifno player won the challenge, at block 452, the current player moves hisor her associated player piece to the Final Cut Ring 3 region.Thereafter, at block 416 (FIG. 4A), the turn passes to the next playerin the previously determined order. Game play continues, as has beendescribed in regard to FIGS. 4A, 4B, and 4C until a player wins thegame.

As previously mentioned, a game formed in accordance with the presentinvention employs random shuffling of clips in a clip table in a mannerthat ensures that no clip is repeated during play of a game until allclips in the clip table have been played. However, in repeatedly playinggames using the same DVD 106, clips of previous games will eventually berepeated. When this situation arises, if the players prefer to skip therepeated clip, a mechanism to quickly skip to the next clip according tothe random shuffling techniques described below, using a single buttonpress on the remote control 108, is provided. In this regard, DVDplayers typically are programmed to return to a title menu when theReturn or Go Up button is pressed on the remote control 108. However,preferably DVD players 102 implementing the game described herein areconfigured such that when pressing the Return or Go Up button on theremote control 108, instead of returning to the main or title menu, theDVD player immediately executes selection of a next clip in somecategory. This functionality is preferably added to the programming ofthe DVD at each individual puzzle/challenge. This command is added toeach PGC, linking the Return button back to the “All Play Enter” PGC,which contains the Modulo and all the Go To commands, telling the playerwhere to go (i.e., if All Play Go To =148, go to PGC # 148). Byconfiguring the DVD player 102 in this manner, a player can immediatelyskip a current clip for the next clip according to the random shufflingtechniques described below.

FIG. 10 is a block diagram illustrating an exemplary configuration of aDVD disc 106 suitable for use in the game described herein. The DVD disc106 comprises a plurality of DVD player instruction modules 1002including: (1) an initialization module 1004 for preparing the DVDplayer 102 for playing the DVD game, including initializations forrandom shuffling of clips, described in greater detail below in regardto FIG. 15; (2) a random shuffle module 1006 for randomly iteratingthrough a fixed set of clips without repeats and without tracking thoseclips already played; (3) a game selection module 1008 for interactingwith a player to select a set of predetermined initialization valueswhen the initialization code determines that random numbers generated bythe DVD player 102 are unusable; (4) a question selection module 1010for selecting and displaying one of a plurality of questions associatedwith a single clip, more fully described in regard to FIG. 14; (5) atimer module 1012 for keeping track of, and displaying as a count-downclock on the display device 104, an allotted amount of time a player hasto respond to a challenge; and (6) a clip play module 1014 forretrieving and displaying a clip and associated question in accordancewith a current clip value. It should be noted that these exemplarymodules are discrete in a logical sense for illustration purposes, andtheir functionality may be combined with different modules or aspects inan actual DVD. Additionally, those skilled in the art will recognizethat other modules, not mentioned in this description, may be presentand necessary in order to operate the DVD game described herein.

The exemplary DVD disc 106 also comprises an initial values table 1016.The initial values table 1016 includes a plurality of predeterminedvalues for initializing the DVD player 102 to perform the randomshuffling of video clips when the DVD player determines that the randomvalues generated by the random number generator are unusable. Theinitial values table 1016 is used in conjunction with the game selectionmodule 1008. A more detailed description of initializing the DVD playerusing the initial value tables is provided below in regard to FIG. 16.

The DVD-disc 106 also includes at least one clip table. The illustratedexemplary DVD disc 106 comprises a plurality of clip tables 1018. Thisexemplary configuration includes four clip tables: (1) My Play 1020, (2)All Play 1022, (3) Final Cut 1024, and (4) Sequentials 1026. Each cliptable corresponds to a particular challenge to be played during the DVDgame.

FIG. 11A is a block diagram illustrating an exemplary clip table 1100stored on a DVD disc 106. For ease of illustration, the table isdepicted in a row/column arrangement wherein an element in the firstcolumn of each row contains or identifies a clip, and an element in thesecond column identifies a question associated with the clip. Each rowin the illustrated table 1100 constitutes a single entry, such as entry1106, comprising a clip and question, within the table. Those skilled inthe art will readily recognize that the headings shown on the top of thetable are present for illustration purposes, and are not an entry in anactual clips table 1100.

Each clip element, such as element 1102, represents a clip to be playedby the DVD player 102. This entry may contain the clip itself or,alternatively, may contain information for locating the clip elsewhereon the DVD disc 106. As a further alternative, this information in thiselement 1106 may identify a particular segment of a larger clip, such asone created as a collection of small individual clips. Those skilled inthe art will recognize that there may be a variety of ways of storing orreferencing the clips in conjunction with the clip table 1100, any ofwhich can be employed.

Each question element, such as element 1104, represents aquestion/challenge to be played after the associated clip. Just as withthe clips, this element 1104 may store the question itself, or containinformation used to locate the question.

While the illustrated clips table 1100 shows that the clip and questionelements are distinct, this distinction is for illustrative purposes andnot intended to be construed as limiting on the present invention. In analternative embodiment, the clip and the question are stored together,such that the clip and question are played in a continuous manner.

The number of entries in a clip table is important only insofar as thetotal number of entries must be a prime number. For example, the numberof entries in clip table 1100 may be 37, though a table with just 37entries would not likely be sufficient to provide enough selection for agame. In one embodiment of a game of the type described herein, thereare 239 entries in a clip table. Additionally, when the number of clipentries available to a developer is not prime, rather than truncatingthe number of entries to a prime number, the developer may pad thenumber of entries in the clip with dummy clips (or dummy PGCs) up to thenext prime number. Skip-clips, as used in conjunction with the presentinvention, are entries in the clip tables that cause the DVD player toimmediately re-select another clip. When used in conjunction with therandom shuffling techniques described below in regard to FIG. 15, agiven skip-clip entry will be accessed only once while shuffling throughthe entire set of clips in a clip table.

FIG. 12 is a flow diagram illustrating an exemplary routine 1200suitable for playing a clip and associated challenge from a clip tablesuch as described in regard to FIG. 1A. At block 1202, an entry in theclip table 1100 (FIG. 1A), such as entry 1104, is accessed. This entryin the clip table 1100 is selected according to a current clip valuegenerated in accordance with the random shuffling of clips describedbelow in regard to FIG. 15. At block 1204, the clip is played by the DVDplayer 102 on the display device 104. At block 1206, the associatedquestion is played by the DVD player 102 on the display device 104. Atblock 1208, a timer is displayed by the DVD player 102 on the displaydevice 104 indicating the allotted time in which the question is to beanswered. Thereafter, the routine 1200 terminates.

FIG. 11B is a block diagram illustrating another exemplary clip table1110 stored on a DVD disc 106. In contrast to the clip table 1100 ofFIG. 11A, clip table 1110 has five questions associated with each clipelement, such as clip element 1112. While this exemplary clip table 1110shows that there are five questions associated with a single clip, thisnumber of associated questions is intended to be illustrative and notconstrued as limiting. Those skilled in the art will recognize that anypractical number of questions may be associated with a clip.

FIG. 13 is a flow diagram illustrating an exemplary routine 1300suitable for playing a clip and associated challenge from a clip tablesuch as described in regard to FIG. 11B. At block 1302, an entry in theclip table 1110 (FIG. 11B), such as entry 1112, is accessed. This entryin the clip table 1110 is selected according to a current clip valuegenerated in accordance with the random shuffling of clips describedbelow. At block 1304, the clip is played by the DVD player 102 on thedisplay device 104. At block 1306, a sub-routine is called to randomlyselect one of the questions associated with the clip for playing.

FIG. 14 is a flow diagram illustrating an exemplary sub-routine 1400suitable for randomly selecting a question associated with the playedclip. At block 1402, the DVD player 102 generates a random numberbetween one and the total number of questions associated with the playedvideo clip. For example, in the illustrative clip table 1110 (FIG. 11B),the total number of questions associated with a clip is five. Atdecision block 1404, an optional determination is made whether therandom number generated is within the range described above. Thisdetermination may be excluded from the illustrative routine 1400 if oneis willing to rely upon the DVD player 102 to reliably generate randomvalues according to the specifications. However, certain experimentationhas shown that not all DVD players strictly conform to thespecification. At block 1406, if it is determined that the value doesnot conform to the specified range, a value within the range is used.Using the example above, if the value is not between one and five, thevalue five is selected. Other methods of ensuring that the number fallswithin the specified range may also be used. At block 1408, theassociated question number is returned and the routine 1400 terminates.

With reference again to FIG. 13, at block 1308, the associated questionis retrieved according to the returned question number. At block 1310,the associated question is played by the DVD player 102 on the displaydevice 104. At block 1312, a timer is played by the DVD player 102 onthe display device 104 indicating the allotted time in which thequestion is to be answered. Thereafter, the routine 1300 terminates.

As previously mentioned, the present invention provides a method forrandomly shuffling through a table, or set, of clips for processing,without the need to track those clips already processed. In order torandomly shuffle through the clips, certain values must be initialized.In particular, a random shuffle routine requires two values, a currentclip value, and a jump value. Using these two values, properlyinitialized, clips from a set of clips may be randomly selected withoutrepeating the selection of any clip until all clips have been selectedand without tracking those clips already selected.

FIG. 15 is a flow diagram illustrating an exemplary clip process routine1500 suitable for selecting and processing a clip from a set of clips aspart of the process of shuffling through all clips from the set of clipswithout tracking those clips already displayed, and without repeats. Atblock 1502, a clip from the set of clips, at the position identified bya current clip value, is selected and played. After playing the clip, atblock 1504, the jump value is added to the current clip value. At block1506, the sum of the current clip value and jump value is divided by theset size. As previously described, this division is whole integerdivision. At block 1508, the remainder of the previous division isstored as the current clip value for use in a subsequent call to theexemplary clip process routine 1500. Thereafter, the exemplary clipprocess routine 1500 terminates. Repeatedly using the exemplary clipprocess routine 1500 results in the selection and processing of all ofthe clips in a set of clips before any clips are repeated.

FIG. 16 is a flow diagram illustrating an exemplary initialize shufflingvalues routine 1600 for initializing shuffling values corresponding tomultiple sets of clips. Beginning at block 1602, a determination is madeas to how many sets of clips are to be initialized or, more precisely,how many sets of shuffling values are to be initialized. For ease ofunderstanding purposes, initializing shuffling values for a set of clipswill be generally described as initializing a clip set. At block 1604,the first clip set is selected for initialization. At block 1606, theshuffling values corresponding to the clip set are initialized.Exemplary initialize shuffling values for clip sets are illustrated inFIGS. 17 and 20 and described below. As previously discussed, shufflingvalues are stored in general registers, and the number of clip setsconcurrently accessible is limited by the number of general registers.Thus, the executing DVD program must track which shufflingvalues/general registers correspond to a clip set, and ensure that theshuffling values are stored accordingly. For example, general registers1 and 2 may contain shuffling values for a first set of clips, generalregisters 3 and 4 may contain shuffling values for a second set ofclips, etc. Any combination of registers may be used.

At decision block 1608, a determination is made whether there are anymore clip sets to be initialized. If there are more clip sets to beinitialized, at block 1610 the next clip set is selected. Thereafter,the process returns to block 1606 to initialize the shuffling values forthe selected clip set. These steps are repeated until, at block 1608,the determination is made that all the clip sets have been initialized.

Preferably, the shuffling values, i.e., the jump value and current clipvalue, are initialized with truly random numbers. By initializing theshuffling values with true random numbers, random shuffling through aclip set is achieved. However, when a serviceable random numbergenerator is not available on a DVD player, i.e., one that frequentlygenerates 1, other techniques may optionally be employed to initializethe shuffling values, thereby simulating random shuffling through a setof video clips.

Decision block 1612 and block 1614 represent optional steps of detectingunusable random numbers and initializing the shuffling values accordingto a user's game selection. Thus, at decision block 1608, if there areno more clip sets to be initialized, the routine 1600 may terminate.Optionally, at decision block 1612, a determination is made as towhether the shuffling values are usable. As previously mentioned, oneway to determine whether the random numbers are unusable is detecting ifmore than one “1” is generated as a random number. Those skilled in theart will readily recognize that other techniques may alternatively beemployed. If at decision block 1612, the shuffling values are usable,i.e., appear to represent truly random values, the routine terminates.Alternatively, if the shuffling values appear unusable, at block 1614,the clip sets' shuffling values are initialized according to a user'sgame selection. A more detailed description of initializing the clipsets' shuffling values according to a user's game selection is describedbelow in regard to FIG. 18.

FIG. 17 is a flow diagram illustrating an initialize shuffling valuesroutine 1700 suitable for use in FIG. 16 for initializing valuesnecessary to randomly shuffle through a set of clips. Beginning at block1702, the total number of clips in the set (or table) is determined.According to one embodiment, the total number of clips in the set mustbe a prime number. At block 1704, a random value is obtained as thecurrent clip value. The current clip value represents the next clip inthe set of clips to be processed. The current clip value is a numbergreater than or equal to one and less than or equal to the set size.With reference to the previous example, if the set size is 239, thecurrent clip value must be greater than or equal to 1, and less than orequal to 239.

At block 1706, a random value is obtained as the jump value. The jumpvalue is used, in conjunction with the modulo function described above,to move the current clip value to reference a new clip in the set ofclips. The jump value is a number greater than or equal to one and lessthan or equal to the set size minus one. For example, if the set size(i.e., the total number of clips in the set) is 239, the jump value mustbe greater than or equal to 1, and less than or equal to 238. At block1708, the shuffling values, i.e., the current clip value and the jumpvalue, are stored in appropriate registers corresponding to a particularclip set on the DVD player. Thereafter, the routine 1700 terminates.

Using the shuffling values, in conjunction with the modulo functionalready described, shuffling of clips in a set of clips can be achievedwithout any repeats, at least until all clips have been selected.However, while the example above in regard to FIG. 17 describes the setsize as a prime number, it is not necessary that the set size be limitedto prime numbers. In order to shuffle through clips in a set using themodulo function, the jump value, even when randomly generated, must beconstrained to certain values. More specifically, the jump value must beconstrained to values such that the greatest common denominator betweenthe jump value and the set size is 1. When the set size is a primenumber, any number chosen for the jump value between 1 and the set sizeminus one will have a greatest common denominator of 1. Alternatively,if the set size is 200(i.e., not a prime number), jump values such as 1,3, 7, 9, 11, 13, 17, 19, 21, 23, 27, 29, 63, 99, 143, and 199, to namejust a few, would be appropriate.

Certain DVD players utilize a predetermined seed value in generatingrandom numbers. Thus, even while the random number generator for theseDVD players is capable of generating usable random numbers, using thepredetermined seed causes the random numbers to be generated in the sameorder each time the DVD player is started. For example, after startingsuch DVD players, a typical first set of random numbers generatedbetween 1 and 5 may be 3, 5, 2, 1, 4. If the same DVD player is shutdown and later restarted, because the same seed value is used togenerate random numbers, the first set of random numbers generatedbetween 1 and 5 would again be 3, 5, 2, 1, 4. Consequently, a secondrepetition of a game, using the random shuffling techniques describedherein, would cause the same selection of clips to be repeated each timethe DVD player is started. In order to alleviate this problem, analternative initialize shuffle values routine may be used.

FIG. 20 is a flow diagram illustrating an alternative initializeshuffling values routine 2000 for initializing values necessary torandomly shuffle through a set of clips. Beginning at block 2002, thenumber of clips in the set is determined. At block 2004, a random numberfor the current clip value is obtained, the value being between 1 andthe size of the set. The random number is obtained by executing a callto a DVD system routine that returns a random number. In this regard, aswell known and thus familiar with DVD players, all DVD players arerequired to include such a system routine. When the system routine iscalled, a random number is returned.

At block 2006, a timing counter value is obtained and added to thecurrent clip value. While a timing counter value may be determined in avariety of ways, one way of determining a timing counter value is byrunning a timing initialization routine on the DVD player at startup. Anexemplary method of obtaining a timing counter value in this way isillustrated in FIG. 21 and described below.

FIG. 21 is an exemplary timing initialization routine 2100 fordetermining a timing counter value for use in the initialize shufflingvalues routine illustrated in FIG. 20. The routine is included in thestartup code found on the DVD disc, and utilizes variances in userresponsiveness to provide a “random” timing counter. Beginning at block2102, a counter process is started that periodically increments thevalue stored in a general register until the process is terminated. Atblock 2104, with the counter process running, information is displayedto the user requiring the user's response. For example, the displayedinformation may be the main menu, which requires a user to select a gameor option. At block 2106, the routine 2100 awaits a user response 2107.After receiving the user's response 2107, the counter process isterminated at block 2108. Thereafter, the routine 2100 terminates. Thevalue stored in the general register when the process terminates is thetiming counter value employed in block 2006 of FIG. 20.

Referring back to FIG. 20, at block 2008, the modulo function is appliedto the sum of the current clip value and the timing counter value, i.e.,the sum is divided by the number of clips in the set. At block 2010, theresult of the modulo function, i.e., the remainder of the division, issaved as the current clip value. At block 2012, a random number isobtained in the same manner as in block 2004 as the jump value, therandom number being greater than or equal to one, and less than or equalto the set size minus one. At block 2014, the shuffling values, i.e.,the current clip value and the jump value, are saved in the appropriategeneral registers for later use. Thereafter, the routine terminates.Incorporating a timing counter in the initialization routine whose valueis controlled by varying user response times introduces an added elementof randomness to the initialized shuffling values. It should be notedthat while any registers may be used, the program utilizing theshuffling values must remember which registers correspond to theshuffling values for a clip set. For example, general register 1 maycontain the current clip value, while general register 4 may contain thejump value.

While the above described processes of initializes shuffling values fora single set of clips, those skilled in the art will recognize thatmultiple sets of clips require multiple initialized shuffling values.For example, the game described above utilizes four separate sets ofclips. For each set of clips, shuffling values must be initialized.However, because each shuffling value uses a general DVD register, andbecause the number of general DVD registers is limited, the number ofavailable clip sets is correspondingly limited. As the number ofavailable DVD registers is increased in future DVD players, largernumbers of clip sets will become available. Currently, most DVD playershave 16 general registers available for programmable use.

FIG. 18 is a flow diagram illustrating an exemplary initialize clip setsroutine 1800 suitable for use in FIG. 16 for initializing the clip sets'shuffling values according to a user's game selection. At block 1802, agame number selection is obtained from a user. This game numbercorresponds to an entry in an initial values table, described below inregard to FIGS. 19A and 19B and stored on a DVD. At block 1804,predetermined shuffling values in an entry in the initial values tablecorresponding to the user's selected game number are retrieved from theDVD.

Each entry in the initial values table includes shuffling values, i.e.,a current clip value and a jump value, for each clip set to be used ininitializing the shuffling values. Additionally, an initial values tableentry may contain a plurality of shuffling values pairs, each paircorresponding to a clip set to be initialized. Alternatively, each entryin the initial values table may contain a single set of shuffling valuesto be used for each clip set to be initialized. Preferably, each set ofclips should have its own shuffling values, whether they are initializedfrom a single set of shuffling values or multiple pairs of shufflingvalues. At block 1806, the retrieved shuffling values are stored in theappropriate general registers for the clip sets. Thereafter, the routine1800 terminates.

FIG. 19A is a diagram illustrating an exemplary initial values table1900 formed in accordance with the present invention. The initial valuestable 1900 includes two columns of values: a current clip value columnand a jump value column. Those skilled in the art will recognize thatthe column headings “Current Clip Value” and “Jump Value” are shown inthe table 1900 for illustration purposes only and do not exist in theinitial values table 1900 stored on the DVD disc 106. Each rowrepresents an entry in the initial values table 1900 corresponding to agame number. Each entry comprises a pair of shuffling values: acurrently clip value, and a jump value.

As shown by the bold outline in the illustrated initial values table1900, the game corresponding to entry 1902 has a predetermined currentclip value 1904 of “2” and a predetermined jump value 1906 of “29.” Asthere are only two values per entry in the illustrated initial valuestable 1900, the pair of values in each entry is used to initialize theshuffling values for each clip set to be initialized. When thepreviously generated shuffling values stored on the DVD in the initialvalues table 1900 are employed by a DVD player 102 incapable ofgenerating useable random numbers, apparent random selection of theclips in the clip sets is achieved for different game selections.However, it is left up to the players to choose a different game orrepeat the game they have previously played if they so desire. In oneembodiment of the invention, the number entries in the initial valuestable 1900 is determined according to the average number of playsrequired for a typical game and the number of clips available in atable.

As mentioned above, a single initial values table, such as table 1900,may be used to initialize the DVD player 106 to randomly shuffle throughmultiple clip sets on a DVD disc 106. While it is not necessary thateach clip set on a DVD disc 106 be the same size, i.e., have the samenumber of clips, if the sets are not similarly sized and when each entryhas only two values, a predetermined current clip value and apredetermined jump value, these values must be able to operate withinthe smallest clip set. That is, when there is only one pair of shufflingvalues to initialize multiple sets, the predetermined current clip valuecan be no greater than the number of clips in the smallest set.Correspondingly, the predetermined jump value can be no greater than thenumber of clips in the smallest set minus one.

As previously described, an initial values table may alternativelyinclude separate shuffling values pairs for each clip set on the DVDdisc 106 per each entry in the initial values table. FIG. 19B is adiagram illustrating an exemplary initial values table 1910 havingmultiple shuffling values pairs corresponding to multiple clip sets, foreach entry in the initial values table. Specifically, each entry in theinitial values table 1910 contains shuffling values for four clip setsstored on the DVD disc 106. For example, with reference to bolded entry1912, the shuffling values for a first clip set would be initialized to“2” and “27,” the shuffling values for a second clip table would beinitialized to “19” and “8,” the shuffling values for a third clip tablewould be initialized to “21” and “26,” and the shuffling values for afourth clip table would be initialized with “25” and “15.”

Predetermined shuffling values may be generated in such a way as tocontrol the selection of clips in the set according to a user's gameselection. For example, assuming that a user will typically choose gamenumber 1 when playing the game for the first time, the selection ofclips during the first game can be controlled by directing the shufflingvalues to specific locations in the clip set and by correspondinglylocating certain clips in the clip table to be selected. Thus, a gameprovider may place those clips most likely to ensure that the users willbe pleased with the game in the initial values table entry correspondingto game 1. Similar control may be exercised over subsequent games aswell. By judiciously setting the shuffling values and locating clipswithin the set, a game provider may optimize the selection of clips tominimize a repeat selection of a clip between games, and present anoptimal mix of types of clips in those games. Additionally, because agame provider can control the selection of content and ensure norepeated selection of clips among a certain number of games, the gameprovider may provide an option for a user to select one of thepredetermined games, even when the DVD player 102 is capable ofgenerating good random numbers.

FIG. 22 is a flow diagram illustrating an exemplary generate initialvalues table routine 2200 for creating an initial values table thatminimizes overlaps between user selected games, or sessions, andmaximizes the number of games available. Beginning at block 2202, theclip set size is determined, i.e., the number of clips in the clip setis determined. At block 2204, a maximum number of clip selections pergames is determined. Preferably, the maximum number is based on ananalysis of previously played games. However, the maximum number may notcorrespond to the theoretical maximum of all clips in the clip set.Instead, the maximum number may be set according to some percentile. Forexample, a maximum value of 30 selections may be sufficient for 98percent of the previous games observed. Those skilled in the art willappreciate that other methods for determining a maximum number ofselections may alternatively be used.

At block 2206, a number of games that may be played from the clip setwithout repeats (assuming the maximum number of selections per game) aredetermined by dividing the set size by the maximum number of selectionsusing whole integer division. For example, if the set size is 239 andthe maximum number of selections is 30, the number of whole games forthe clip set is seven. At block 2208, non-overlapping game regions ofthe clips are identified for each game. Each non-overlapping game regioncorresponds to a game number and contains the maximum number of clips.At block 2210, a starting clip number for each non-overlapping gameregion is stored in an initial values table as a current clip value.

Because the average number of selections used during a game is typicallyless than the maximum number of selections, the non-overlapping gameregions will likely contain clips that were not selected during a game.Thus, at block 2212, the average number of selections per game isdetermined. As with the maximum number of selections per game, theaverage number may be determined by analyzing previous games. At block2214, the previously saved (block 2210) current clip values plus theaverage number of selections per game are stored in the initial valuestable as additional current clip values. For example, if the averagenumber of selections is fifteen and the first non-overlapping gameregion begins at clip one, a new current clip value is set at sixteen.Offsetting the current clip values by the average number of selectionsper game allows a game provider to “recover” unused clips from the firstset of games and use the recovered clips to form a second set of games.Of course, those skilled in the art will recognize that some clips inthe recovered regions used to form the second set of games may berepeated from the first set of games. At block 2216, the jump values areset to iterate sequentially. By iterating sequentially, each game istypically constrained to selecting clips from its corresponding region.Thereafter, the routine terminates.

FIG. 23A is a block diagram illustrating an exemplary initial valuetables 2300 generated according to the generate initial values tableroutine 2200 of FIG. 22. For purposes of this discussion, it is assumedthat the maximum selection number is 30, the average selection number is15, and the set size is 239. It should be understood that these valuesare illustrative only and should not be construed as limiting upon thepresent invention. Additionally, while the initial values table 2300contains single shuffling values pairs, this should be taken asillustrative and not be construed as limiting on the present invention.As previously discussed, entries in an initial values table may containa single shuffling values pair or multiple shuffling values pairs.

Based on the exemplary set size (239) and the maximum number ofselections per game (30), the set is divided into seven complete games(239÷30=7.96 of which the integer value is 7). Accordingly, sevennon-overlapping regions are identified. The starting values for theseregions are saved as current clip values, as shown in the initial valuestable 2300. More specifically, as shown in FIG. 23A, starting values areidentified as 1, 31, 61, 91, 121, 151, and 181, the non-overlapping clipregions being 1-30, 31-60, 61-90, 91-120, 121-150, 151-180 and 181-210,respectively. While these regions are contiguous, this should be takenas illustrative and not be construed as limiting upon the presentinvention.

Next, in accordance with block 2214, each starting value of anon-overlapping region is offset by the previously determined (block2212) average number of selections per game (15) and saved as anothercurrent clip value in the initial values table 2300. For example, entry2306 corresponding to entry 2302 has a current clip value of 16, andentry 2308 corresponding to entry 2304 has a current clip value of 46.The other starting values for the non-overlapping regions are similarlyoffset and entered into the initial values table. Thus, clip regions fortwo sets of games, each seven games long, are created.

The jump value for each entry in the initial values table 2300 is set atone. By setting the jump value to one, each game will iteratesequentially through the identified region of clips, thereby ensuring norepeats for the first set of games, i.e., those with starting valuescorresponding to the start of the non-overlapping regions. Thus,according to the FIG. 23A example, the first seven games selected frominitial values table 2300 should not repeat any clips.

It should be noted that when the set size is a prime number, there willalways be a remainder, except when the maximum number of selections isequal to the set size. The “extra clips”, i.e., those not located withinone of the non-overlapping game regions, may be distributed between thenon-overlapping game regions or, alternatively, may be collectedtogether and employed in other ways in an initial values table.

FIG. 23B is a diagram illustrating an alternative exemplary initialvalue table 2310 generated by the generate initial values table routine2200 illustrated in FIG. 22 and discussed above. For purposes of thisdiscussion, it is again assumed that the maximum selection number is 30,the average selection number is 15, and the set size is 239.Accordingly, based on the set size and the maximum number of selectionsper game, the clip set is divided among seven complete games. However,rather than running sequentially from the beginning of the set, the clipsets move inwardly from both ends. Thus, the starting values areidentified as 1, 239, 31, 209, 61, 179, and 91, and the non-overlappingclip regions are 1-30, 239-210, 31-60, 209-180, 61-90, 179-150 and91-120. As noted above, in contrast to the regions identified above inregard to FIG. 23A, these regions are not sequential. Additionally, theiteration through some of the non-overlapping regions is made in adescending manner. For example, entry 2312 has a current clip valueof 1. The next entry 2314 has a current clip value of 239; referencingthe final clip in the clip set requires a reverse iteration in order toavoid repeating clips beginning at position 1 in the clip set.

After identifying the first set of current clip values, as with FIG.23A, the starting values of the non-overlapping regions of the first setof current clip values are offset by the average number of selectionsper game and saved as a second set of current clip values in the initialvalues table 2310. As shown in FIG. 23B, some of the second set ofcurrent clip values are determined by adding the average number ofselections per game to a starting value taken from the first set ofcurrent clip values. See, for example, entry 2316, which corresponds toentry 2312. For others, specifically those whose iteration is to beperformed in reverse order, the current clip values are determined bysubtracting the average number of selections per game to the startingvalue taken from the first set of current clip values. See, for example,entry 2318, which corresponds to entry 2314.

After establishing the current clip values for the initial values table2310, the jump values are set such that during the play of a game, clipsare iteratively selected from their particular region. For example,entries 2312 and 2316 have jump values of 1, which will cause theselection of clips to be performed iteratively in an ascending order intheir regions. Alternatively, entries 2314 and 2318 have jump values of238, the maximum value for a jump value for the particular clip set. Aspreviously discussed, adding the maximum jump value to a current clipvalue and applying the modulo function has the net effect of subtractingone from the current clip value. Thus, the jump values for entries 2314and 2318 could have alternatively been written as “−1.”

While FIGS. 23A and 23B illustrate two alternatives patterns ofnon-overlapping regions in a clip set, those skilled in the art willreadily recognize that other patterns of non-overlapping regions may beutilized without departing from the scope of the present invention.Accordingly, the above examples should be construed as illustrative andnot as limiting upon the present invention.

While the above routines and examples are described in terms of clipsstored on a DVD disc 106 for play by a DVD player, those skilled in theart will appreciate that the above identified shuffling mechanism is notlimited to DVD players. The shuffling mechanism may be applied to otherdevices that require shuffling through a set of objects without trackingthose objects already processed and without repeats.

FIG. 24 is a diagram illustrating an exemplary game board 2400 capableof providing both long and short play in a long play arrangement. Thegame board 2400 is comprised of five planar sections 2402-2410 lying ina common plane. The planar sections include two end sections 2402 and2410, two intermediate sections 2404 and 2408, and a center section2406. The planar sections 2402-2410 are joined by flexible hinges 2412.The perimeter of the game board 2400 has a continuous path 2401 with abegin region 2414 and a three ring end region 2416, and multipleintermediate spaces 2415, which may include some double play spaces2415A. The begin region 2414 and the three ring end region 2416 mustreside at least partially on an endmost section of the game board 2400,such as planar section 2402. As can be seen in the diagram, the threering end region 2416 resides partially on planar sections 2402 and 2404,planar section 2402 being an endmost section. A corresponding mark 2418is found on planar section 2410 for short play, as described below.

FIG. 25 is a diagram illustrating the exemplary game board 2400 shown inFIG. 24 partially folded between short and long play arrangements. Torearrange the game board 2400 from long to short play arrangement, theendmost planar sections 2402 and 2410 are lifted up and moved towardseach other, over the intermediate planar sections 2404-2408 in anaccordion manner.

FIG. 26 is a diagram illustrating the exemplary game board 2400 shown inFIG. 24 arranged for short play. In this configuration, the endmostplanar sections, planar sections 2402 and 2410, can be seen and used asa playing surface. More specifically, the endmost planar sections 2402and 2410 lie in a common plane above a common plane defined by theintermediate sections 2404 and 2408, which lies above a plane defined bythe center section 2406. The peripheries of the sections 2402 and 2410are such that the borders of the sections coincide with one another. Thepath has been drawn on all sections of the game board 2400 such thatwhen arranged for short play or long play, it appears as a single,continuous path. Additionally, the end region 2416 that resided onsection 2402 and section 2404 still appears as a single, unbroken arearesiding now on sections 2402 and 2410 by blending with thecorresponding mark 2418 on section 2410.

While illustrative embodiments have been illustrated and described, itwill be appreciated that various changes can be made therein withoutdeparting from the spirit and scope of the invention.

1. A digital video disc (DVD) containing a plurality of player puzzlesand a control program for controlling the operation of a DVD player suchthat said puzzles are randomly accessed during the playing of said DVD.2. A DVD as claimed in claim 1 wherein said puzzles include clips arechosen from the group consisting of video clips audio clips andaudio/video clips.
 3. A DVD as claimed in claim 2 wherein said clips areseparated into tables.
 4. A DVD as claimed in claim 3 wherein saidtables include a My Play clips table, an All Play clips table, a FinalCut clips table, and a Sequentials clips table.
 5. A DVD as claimed inclaim 1 wherein said control program includes a plurality of playermodules.
 6. A DVD as claimed in claim 5 wherein said instruction modulesinclude an initialization module for preparing a DVD player for playingthe DVD.
 7. A DVD as claimed in claim 6 wherein said initializationmodule includes an initialization routine for randomly shuffling saidclips.
 8. A DVD as claimed in claim 7 wherein said instruction modulesalso include a selection module for interacting with a user to select aset of predetermined initialization values when an initialization codedetermines that random numbers generated by a DVD player are unusable.9. A DVD as claimed in claim 8 wherein said instruction modules alsoinclude a question selection module for selecting and displaying one ofa plurality of questions associated with a clip.
 10. A DVD as claimed inclaim 9 wherein said instruction modules also include a timer module forkeeping track of, and displaying a countdown clock on a display deviceduring the playing of said DVD.
 11. A DVD as claimed in claim 10 whereinsaid instruction modules also include a clip play module for retrievingand displaying clips and associated questions in accordance with acurrent clip value.
 12. A DVD as claimed in claim 5 wherein saidinstruction modules include a selection module for interacting with auser to select a set of predetermined initialization values when aninitialization code determines that random numbers generated by a DVDplayer are unusable.
 13. A DVD as claimed in claim 5 wherein saidinstruction modules include a question selection module for selectingand displaying one of a plurality of questions associated with a clip.14. A DVD as claimed in claim 5 wherein said instruction modules includea timer module for keeping track of, and displaying a countdown clock ona display device during the playing of said DVD.
 15. A DVD as claimed inclaim 5 wherein said instruction modules also include a clip play modulefor retrieving and displaying clips and associated questions inaccordance with a current clip value.
 16. A DVD as claimed in claim 1wherein said DVD is an educational, training, or promotional tool.
 17. ADVD as claimed in claim 1 wherein said plurality of puzzles are formedby a set of clips stored on said DVD and said control program selectsand plays clips on a media player selected from said set of clips,without tracking these clips that have been selected.
 18. A DVD asclaimed in claim 17 wherein said selecting and playing clips on a DVDplayer selected from said set of clips, without tracking those clipsthat have been selected comprises: (a) initializing a current clipvalue, the current clip value referencing a clip in the set; (b)initializing a jump value; and (c) repeatedly: (i) selecting and playinga clip in the set referenced by the current clip value; (ii) dividingthe sum of the current clip value and the jump value by the number ofclips in the set; and (iii) saving the remainder of the division as thecurrent clip value.
 19. A DVD as claimed in claim 18 wherein the numberof clips in the set and the jump value are such that said clips areselected and played without repeating any clip in the set.
 20. A DVD asclaimed in claim 19 wherein the number of clips in said set is a primenumber.
 21. A DVD as claimed in claim 20 wherein said jump value is anumber greater than or equal to one and less than the number of clips inthe set.
 22. A DVD as claimed in claim 19 wherein the initializedcurrent clip value is a random number greater than or equal to one andless than or equal to the number of clips in the set.
 23. A DVD asclaimed in claim 19 wherein the initialized jump value is a randomnumber greater than or equal to one and less than the number of clips inthe set.
 24. A DVD as claimed in claim 22 wherein said selecting andplaying clips on a DVD player selected from a set of clips withouttracking those clips that have been selected further comprises:periodically updating a counter value; monitoring for a user response;and terminating the periodic updating of the counter value upondetecting a user response; and wherein initializing the current clipvalue comprises dividing the sum of the counter value and the currentclip value random number by the number of clips in the set, theremainder forming the current clip value.
 25. A DVD as claimed in claim22 further comprising determining whether the random number is a usablerandom number, and, if not: obtaining a user's selection of an entry inan initial values table, each entry in the initial values tablecomprising a predetermined clip value and a predetermined jump value;initializing the clip value with the predetermined current clip value;and initializing the jump value with the predetermined jump value.
 26. ADVD as claimed in claim 19 further comprising: obtaining a user'sselection of an entry in an initial values table, each entry in theinitial value table comprising a predetermined clip value and apredetermined jump value; and wherein the initialized current clip valueis the predetermined clip value; and wherein the initialized jump valueis the predetermined jump value.
 27. A DVD as claimed in claim 22wherein the initial values table is stored on said media.